It's ridiculous to play on 5:4 now with the new vertical FoV implementation (why is it not on the changelog?). God, I hate having to buy a new monitor just to play FPS games properly... That's gonna bust my budget for a new PC...

it really isn't their fault that you picked a monitor not suited to gaming. it really isn't.

QUOTE (EEK)

Don't assume that because I said something it means I actually was thinking that the core of the sun was going to be replaced with hot dogs.

I just went to check what exactly you did to the melee weapon system, but the "trace <x>" command now produces script errors since you seem to have changed it completely, but not the diagnostics.

@Wheeee: I wasn't saying that. I just hate widescreen monitors, but hate playing zoomed in all the time even more. Years ago games didn't even have any FoV restrictions. If someone wants to play fish-eye and someone else wants to play sniper-rifle, why not? And actually, buying a new monitor won't help much right now, because the game will still look zoomed-in to me, no matter how wide the screen is.It's the first build that's not fun for me, so I'm a bit frustrated about that right now :/ Just put a FoV slider into the game and maybe some reasonable restrictions (maybe even just server-side).

And 5:4 is a very common aspect ratio, so it's not his fault. Unknown Worlds should support all aspect ratios. I game on 16:10(8:5), which was the most common aspect ratio for PC monitors until about two years ago.

This update helped...I dunno why, but shooting just seems better...it feels more like source, or other FPS's, due to the FoV change...I can actually aim now without my thing wigging out!

And 5:4 is a very common aspect ratio, so it's not his fault. Unknown Worlds should support all aspect ratios. I game on 16:10(8:5), which was the most common aspect ratio for PC monitors until about two years ago.

5:4 is somewhat common, but there is only one common resolution with that aspect ratio (1280x1024). 16:10 and 16:9 monitors are much more common these days. The game still technically supports the aspect ratio AFAIK, even though the visibility has changed.

Wait there are now two armouries? I thought the default armoury turned into an advanced armoury? But they both show the same set of weapons available?

Lerk roost is neat, been waiting for that since forever. I remember it was supposed to be in an alpha patch but didnt work out in the end.

Has anything changed about the lerk's spike attack? A lerk was camping way up high in mineshaft in the huge room, shooting our power point. We couldn't work out where the lerk was...couldn't see any spikes flying down through the air...only the impact on the power node. Eventually flushed it out with grenades :D

The mine is still stand in art (using the model from NS1), so there is no point in spending the animation time to have the hands holding it until we have the final art. But, when we do get an updated mine model done, it will be animated similar to NS1, with the marine view model hands holding it, and the 3rd person marine animations will get updated as well.

--Cory

Would it be better in the meantime to make the mine transparent while it is being held, then solid when placed? Otherwise when I select the mine all I see is a solid mine floating in the air - or even appearing to be on the ground - a few feet in front of me.

What problem with the game does this solve? It seems like aliens were already strictly weak in terms of upgrades, and this will only serve to make that worse.

I know the idea is probably to put it in line with how upgrades worked in NS1, but the upgrade system is different enough now that it might not need to be that way (making more than 1 shell/veil instead of just 1 DC/SC to raise the upgrade strength, lack of movement chamber equivalent, whip upgrades not being tied to hive type etc).

Has anything changed about the lerk's spike attack? A lerk was camping way up high in mineshaft in the huge room, shooting our power point. We couldn't work out where the lerk was...couldn't see any spikes flying down through the air...only the impact on the power node. Eventually flushed it out with grenades :D

Did you try scanning for it?

Also if I'm not mistaken this bug still exists:

- You have 3 upgrades available and 2 pres. You buy 1 upgrade.- You get up to 4 pres and try to buy the remaining 2 upgrades, but you can't.- At 6 pres the game will let you buy the 2 remaining upgrades, and it spends 4 pres to do it.

Seems like an easy fix too (use the cost of the new upgrades instead of the cost of the whole set to determine the cost barrier for evolving).

edit: Just playing now and it seems like a lot of the new changes make the aliens really bad! You can really see the imbalance of early lifeforms against shotguns when the aliens don't spawn rapidly to fight it off in cost inefficient ways.

It's ridiculous to play on 5:4 now with the new vertical FoV implementation (why is it not on the changelog?). God, I hate having to buy a new monitor just to play FPS games properly... That's gonna bust my budget for a new PC...

This is one of those cases where you can't please everyone (for example). Based on the feedback we've received during the beta period, most people prefer the game to have a fixed vertical FOV, so we made the change.

It is in the log btw: "Changed the field of view to remain constant vertically regardless of the aspect ratio of the game"

I know that and I'd actually be fine if the FoV wasn't as low as it is now. I don't care about 16:9 users seeing more than me, but I do care about my game looking zoomed-in all the time, disorienting me and making me unable to play, especially in melee combat. Even if I bought a 16:9 screen now, it would still feel strange to me. Others may like it more like this, but some people would like to have more FoV.Keep the vertical FoV, but please add a FoV slider into the game, with a reasonable maximum, like something that would translate to around 90-100° horizontal on 5:4 for standard/marines.

Uh, what? The default FoV before this patch was 90 degrees fixed horizontal (for marines). I've looked in the lua files. Now you've changed the FoV to fixed vertical and my horizontal FoV is definitely lower than before, so something can't be quite right with that statement, or it wasn't 90 degrees before 195. Maybe you mean that 16:9 users now have 90 degrees FoV, which I personally would find too low, but at least somewhat better than playing on 5:4 with 70 degrees. I would like to have a slider making it up to 90 degrees on 5:4. That way, people can still choose less distortion, but competitive players won't be forced to use >120 degrees to be on top like in the old Quake games.

@kabab: I'm asking to make FoV a user-decided tradeoff between visibility and distortion with reasonable restrictions, rather than having something which not everyone likes imposed on all users.

It would be much better if aliens can upgrade tech without being overdependent on Hive count.

Right now I feel that aliens are forced to secure a second Hive within the first few minutes, or face increasing disadvantages as time progresses. Where as Marines can slowly gain power, as long as they can defend two adjacent Resource Nodes.